Basic-ish questions, What are the limitations? (Of the engine, no license type.)
I understand the fps limitations very a lot based on what your tying to run X on. (PC, Tablet, Phone)
But what are the engine limitations, the mechanics point where it quits, invents errors, wont compile. (Does it compile? lets say run.)
In Source, a door hinged to a door, hinged to a door, hinged to a door, hinged to a door, with a rocket tied to it, would be a physics bomb on the fps without VERY specific settings. What about Construct 2?
Is a rocket tied down to a weight with three chain links each with two rotating points asking for trouble?
In source, there are lots of limitations on the compiler, like T junctions for textures where planes intersect. Or vertexes which are the vertex points (corners) of brushes (shapes).
Or entdata, which is entities talking to each other. (I/O Logic. Code.)
How about Construct 2?
Will it quit on me if I have 10,000+ sprites in the same game? (Optimized so they aren't all active (seen) at the same time... Actually, is there that kind of optimization in Construct 2?)
Will it be mad at me if I have 1,000 lines of logic? (code in the Event sheet)
Can it run Monopoly with eight players taking their turn at the same time?
Can it run the same thing except 15 times more complex?